Wand of Dragons Breath
Rare ( attunement)
This wand functions as a wand of fireballs. However, during the wand’s creation, the spell’s transcription was riddled with arcane mistakes. As a result, casting fireball from the wand can lead to unpredictable outcomes.
Whenever you cast the fireball spell from the wand, roll a d20 and use the table below to determine the spell’s effect. Regardless of the outcome, the spell’s effect is centered on the point you target with the wand and uses a save DC of 15. If the wand casts a different spell, any extra charges spent as part of using the wand increase the spell slot level of the new spell as well.
1–4:Wireball. You cast the flaming sphere spell. This version of the spell creates a tightly-wound sphere of ragged, spinning wire. On a hit, the sphere deals piercing damage instead of fire damage.
5–8:Firebull. You summon a Large bull at the target point. Use the giant boar’s statistics for the bull, except that the bull is made of pure fire, and is an elemental instead of a beast. The bull takes its turn on initiative 20, and it always attacks the creature closest to it on each of its turns. On a hit, the bull deals fire damage, instead of its normal type. A creature that touches the bull or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage. The bull remains for 1 minute or until it’s reduced to 0 hit points. You summon two bulls at the location when you cast the spell with 4 charges, or three bulls when you cast it with 6.
9–12:Firefall. You cast the ice storm spell instead. This version of the spell creates falling, flaming rocks instead of hail, and deals fire damage instead of cold damage.
13–16:Fiveball. You cast 5 smaller fireballs, which detonate at five different points of your choice within 20 feet of the original one. Each smaller fireball has an explosion radius of 5 feet. A target can only be affected by one of these fireballs at a time.
17–20:You cast the fireball spell as normal.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand casts fireball, centered on you, and is destroyed.